void addAction(Action a, int time) { assert(inProgressSize < (MAX_PROGRESS - 1)); assert(numProgress[a] < 100); // add the action to the in progress array inProgress[inProgressSize] = ActionInProgress(a, (unsigned short)time); // increase the counter inProgressSize++; // increase the specific count of a numProgress[a]++; // if there is more than one element in the array and the new one has higher time, sort if ((inProgressSize > 1) && (time > inProgress[inProgressSize-2].time)) { // sort the list in descending order std::sort(inProgress, inProgress + inProgressSize); } }
void RTHandleAI( SOLDIERTYPE * pSoldier ) { #ifdef AI_PROFILING INT32 iLoop; #endif if ((pSoldier->aiData.bAction != AI_ACTION_NONE) && pSoldier->aiData.bActionInProgress) { // if action should remain in progress if (ActionInProgress(pSoldier)) { #ifdef DEBUGBUSY AINumMessage("Busy with action, skipping guy#",pSoldier->ubID); #endif // let it continue return; } } // Flugente: prisoners of war don't do anything if ( pSoldier->usSoldierFlagMask & SOLDIER_POW ) return; // if man has nothing to do if (pSoldier->aiData.bAction == AI_ACTION_NONE) { if (pSoldier->aiData.bNextAction == AI_ACTION_NONE) { // make sure this flag is turned off (it already should be!) pSoldier->aiData.bActionInProgress = FALSE; // truly nothing to do! RefreshAI( pSoldier ); } // Since we're NEVER going to "continue" along an old path at this point, // then it would be nice place to reinitialize "pathStored" flag for // insurance purposes. // // The "pathStored" variable controls whether it's necessary to call // findNewPath() after you've called NewDest(). Since the AI calls // findNewPath() itself, a speed gain can be obtained by avoiding // redundancy. // // The "normal" way for pathStored to be reset is inside // SetNewCourse() [which gets called after NewDest()]. // // The only reason we would NEED to reinitialize it here is if I've // incorrectly set pathStored to TRUE in a process that doesn't end up // calling NewDest() pSoldier->pathing.bPathStored = FALSE; // decide on the next action #ifdef AI_PROFILING for (iLoop = 0; iLoop < 1000; iLoop++) #endif { if (pSoldier->aiData.bNextAction != AI_ACTION_NONE) { if ( pSoldier->aiData.bNextAction == AI_ACTION_END_COWER_AND_MOVE ) { if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING ) { pSoldier->aiData.bAction = AI_ACTION_STOP_COWERING; pSoldier->aiData.usActionData = ANIM_STAND; } else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight < ANIM_STAND ) { // stand up! pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE; pSoldier->aiData.usActionData = ANIM_STAND; } else { pSoldier->aiData.bAction = AI_ACTION_NONE; } if ( pSoldier->sGridNo == pSoldier->aiData.usNextActionData ) { // no need to walk after this pSoldier->aiData.bNextAction = AI_ACTION_NONE; pSoldier->aiData.usNextActionData = NOWHERE; } else { pSoldier->aiData.bNextAction = AI_ACTION_WALK; // leave next-action-data as is since that's where we want to go } } else { // do the next thing we have to do... pSoldier->aiData.bAction = pSoldier->aiData.bNextAction; pSoldier->aiData.usActionData = pSoldier->aiData.usNextActionData; pSoldier->bTargetLevel = pSoldier->aiData.bNextTargetLevel; pSoldier->aiData.bNextAction = AI_ACTION_NONE; pSoldier->aiData.usNextActionData = 0; pSoldier->aiData.bNextTargetLevel = 0; } if (pSoldier->aiData.bAction == AI_ACTION_PICKUP_ITEM) { // the item pool index was stored in the special data field pSoldier->aiData.uiPendingActionData1 = pSoldier->iNextActionSpecialData; } } else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { if ( ACTING_ON_SCHEDULE( pSoldier ) ) { pSoldier->aiData.bAction = AI_ACTION_SCHEDULE_MOVE; } else { pSoldier->aiData.bAction = AI_ACTION_WALK; } pSoldier->aiData.usActionData = pSoldier->sAbsoluteFinalDestination; } else { if (!(gTacticalStatus.uiFlags & ENGAGED_IN_CONV)) { if(!pSoldier->ai_masterplan_) // if the Soldier has no plan, create one { if(pSoldier->bAIIndex == 0) // not yet initialized, use bTeam+1 as default pSoldier->bAIIndex = pSoldier->bTeam + 1; AI::tactical::AIInputData ai_input; AI::tactical::PlanFactoryLibrary* plan_lib(AI::tactical::PlanFactoryLibrary::instance()); pSoldier->ai_masterplan_ = plan_lib->create_plan(pSoldier->bAIIndex, pSoldier, ai_input); } AI::tactical::PlanInputData plan_input(false, gTacticalStatus); pSoldier->ai_masterplan_->execute(plan_input); } } } // if he chose to continue doing nothing if (pSoldier->aiData.bAction == AI_ACTION_NONE) { #ifdef RECORDNET fprintf(NetDebugFile,"\tMOVED BECOMING TRUE: Chose to do nothing, guynum %d\n",pSoldier->ubID); #endif // do a standard wait before doing anything else! pSoldier->aiData.bAction = AI_ACTION_WAIT; //if (PTR_CIVILIAN && pSoldier->aiData.bAlertStatus != STATUS_BLACK) if ( PTR_CIV_OR_MILITIA && !(pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) ) { pSoldier->aiData.usActionData = (UINT16) REALTIME_CIV_AI_DELAY; } else if ( CREATURE_OR_BLOODCAT( pSoldier ) && !( pSoldier->aiData.bHunting ) ) { pSoldier->aiData.usActionData = (UINT16) REALTIME_CREATURE_AI_DELAY; } else { pSoldier->aiData.usActionData = (UINT16) REALTIME_AI_DELAY; if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) { //DBrot: More Rooms //UINT8 ubRoom; UINT16 usRoom; if ( InARoom( pSoldier->sGridNo, &usRoom ) && IN_BROTHEL( usRoom ) ) { pSoldier->aiData.usActionData /= 3; } } } } else if (pSoldier->aiData.bAction == AI_ACTION_ABSOLUTELY_NONE) { pSoldier->aiData.bAction = AI_ACTION_NONE; } } // to get here, we MUST have an action selected, but not in progress... NPCDoesAct(pSoldier); // perform the chosen action pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy }
void ActionProxyWidget::StartHideAnimations() { visibility_animation_->setDirection(QAbstractAnimation::Backward); visibility_animation_->start(); emit ActionInProgress(false); }